Hey guys, i just joined and i thought that i would post the progress on my game. It was originally a zombie survivor game hence the player sprite, but I might change it to a multiplayer Dungeon Crawler. The most awesome part of this game is the level creation system shown at the bottom.[Edit] this is staying a zombie gameIt uses different colors from a png file to create different blocks. I don't know if thats how everyone does it but it was a great accomplishment for me.

Pre-V1.4- More Health- Particles(that stuff on the Bullets, very early in dev)- Slower Zombies/Player- Mouse aim/shoot-3 weapon types (press e to switch, hold down to see full effect)-More Zombies (a lot more )

Some people think loading levels from images is inefficient and stops you from having special data.

I think it's nice and lets you glimpse the level without having to make a level editor.

I load the level from an image, and any extra data from .txt files.

Easy editing for the win!

EDIT: Just saw the words "First Java game" and "Multiplayer". Not a good mix. Programming networked games is a nightmare. I really hope you have had previous programming experience, especially in networking, if this is what you are attempting.

I do think so as well. Generating levels out of images is nice. What I like even more are nice editors. But I think that you can do lots of things with images, especially when you mix it with other techniques, like the mentioned text file. Maybe I will do something with this myself sometime.

I understand that feeling of accomplishment. :] I do all of my world/level generation via .png files as well for the sake of being able to visually glance at things and see them in action. That, and it's incredibly easy to make levels with a tool like GIMP if you go the hand-drawn route, assuming you adhere to a palette your engine can parse. For my own project, as I'm using libgdx and they have built-in support for Tiled maps, I plan on encoding my output to the Tiled file format (.TMX), not to mention for the fact that I can easily see my maps through the Tiled application without having to run my game engine. Thought I'd mention in case you have thoughts of trying yourself or going down that route; it's not mandatory by any means but feels like something that would be a neat way to utilize more of the framework, and Tiled beats a map renderer I'd be able to make in a reasonable frame of time.

I also am a fan of loading this way. Some people are very visual and storing data this way can be very intuitive, and it also helps to get things working quickly.

You also have 3 sets of data, r,g,b, so 3 pieces of info can be saved per pixel, or even more if you where looking at it at bit level. I think if that is all your project needs, then it's a good way of working.

I guess some people prefer seeing numbers or scripts, others just like opening serialised txt documents and marvelling about how it's all stored in there.

I love your idea for this game, but you need to slow down, literally. The guy moves too fast, so just multiply all of the speeds by about .3 or so. Your aiming system is a little bit out of date. You can stick to it, but your players will thank you for a mouse aim. I love your idea of level editing via png, and I think that you should make a program that makes levels. This game is also too hard. You need to make the zombies slow (+ or - a random amount so they don't group into one location), and make more of them. Also, give yourself more health, and add in different enemies.So overall, this is a great Idea, and I love your lighting, which gives a night-time eerie effect. I love it. Just tweak the mechanics and controls slightly, and you could have a great game being developed. This is a good game, and I hope to see a full version soon!

Enemies far too OP, moving off the map makes you speed up too much. Would recommend a menu or something, opening the jar and immediately popping into action is too sudden. Also, zombies seem to move a lot faster than conventional zombies. But most importantly, do not make your first game multiplayer. Work on a polished, complete single player game (actually, several), and only then should you even consider going multiplayer. Good work with the zombie pathing though.

thanks im developing this on a 10 year old laptop so it runs a bit slow for me but i will slow it down, ive already nerfed the zombies, next updat will include all of these.btw, the next update will be very soon

thanks im developing this on a 10 year old laptop so it runs a bit slow for me but i will slow it down, ive already nerfed the zombies, next updat will include all of these.btw, the next update will be very soon

That's a major problem, game should run approximately the same speed regardless of speed and resultant fps. You should use delta time. Basically - measure the time it takes for each frame, and multiply your movement constants by that (google it for code examples). Obviously you're going to have to change your movement constants because it's a very small time/number, but it's definitely worth it.

Hey! I did not realize what my brain was doing late one night after playing this game, but I started a project based on this game heavily, called horde. It is basically an 8bit version, with more advanced graphics. I am just now realizing that I was making this game based off of this game. I am sad that the development seems to have stopped, and happy that I have unintentionally continued it. Funny just seeing this... Bye the way, I think that you should work more on stick war. It seems promising!

thaks for the reply im glad you like it. Horde seems like a really great game and i cant wait to see it finished. i might take up this game again in the future but i just needed a break from the zombie genre.

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